Commit graph

87805 commits

Author SHA1 Message Date
Emil Velikov
5cd9660302 docs: add release notes for 13.0.3
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
(cherry picked from commit bec04114d2)
2017-01-05 16:07:53 +00:00
Nayan Deshmukh
ee4b4791ab st/va: fix incorrect argument in vl_compositor_cleanup
This fixes the mistake introduced in commit
b6737a8bcd

Signed-off-by: Nayan Deshmukh <nayan26deshmukh@gmail.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
2017-01-05 16:40:06 +01:00
Tim Rowley
68ddcc6c28 swr: remove unneeded llvm version check
Old test caused breakage with llvm-svn (4.0.0svn), and not needed as
the minimum required llvm version for swr is 3.6.

Reviewed-by: George Kyriazis <george.kyriazis@intel.com>
2017-01-05 07:31:19 -06:00
George Kyriazis
36ad826548 swr: fix windows build break
wrap lp_bld_type.h around extern "C".
Windows decorates global variables, so when used from .cpp files, need
to use an undecorated version.

Also, removed related and unneeded code from swr_screen.cpp

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2017-01-05 07:30:18 -06:00
Marek Olšák
3753dc896d radeonsi: update clip_regs if clip_disable changes to fix a hang
This seems to fix the GPU hangs caused by:

commit ed3190b3f3
Author: Marek Olšák <marek.olsak@amd.com>
Date:   Sun Nov 13 18:41:43 2016 +0100

    radeonsi: don't export ClipVertex and ClipDistance[] if clipping is disabled

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99219

Tested-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2017-01-05 14:01:18 +01:00
Marek Olšák
c7affbf687 st/mesa: enable GLSLOptimizeConservatively for drivers that want it
GLSL compilation now takes 24% less time with the Gallium noop driver.
I used my shader-db for the measurement. The difference for the whole
radeonsi driver can be ~10%.

The generated TGSI is mostly the same. For example, the compilation success
rate with a TGSI->GCN bytecode converter without any optimizations is
the same. Note that glsl_to_tgsi does its own copy propagation and simple
register allocation.

shader-db GCN report:
- Talos spills fewer SGPRs.
- DOTA 2 spills more SGPRs.
- The average shader-db score is better, but it's just due to randomness.

29045 shaders in 17564 tests
Totals:
SGPRS: 1325929 -> 1325017 (-0.07 %)
VGPRS: 1010808 -> 1010172 (-0.06 %)
Spilled SGPRs: 1432 -> 1399 (-2.30 %)
Spilled VGPRs: 93 -> 92 (-1.08 %)
Private memory VGPRs: 688 -> 688 (0.00 %)
Scratch size: 2540 -> 2484 (-2.20 %) dwords per thread
Code Size: 39336732 -> 39342936 (0.02 %) bytes
Max Waves: 217937 -> 217969 (0.01 %)

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-05 13:07:12 +01:00
Marek Olšák
96fe8834f5 glsl_to_tgsi: do fewer optimizations with GLSLOptimizeConservatively
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-05 13:07:12 +01:00
Marek Olšák
0a5018c1a4 mesa: add gl_constants::GLSLOptimizeConservatively
to reduce the amount of GLSL optimizations for drivers that can do better.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-05 13:07:12 +01:00
Marek Olšák
e51baeb6c1 gallium: add PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY
Drivers with good compilers don't need aggressive optimizations before TGSI.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-05 13:07:12 +01:00
Marek Olšák
d3cb79e043 glsl: run do_lower_jumps properly in do_common_optimizations
so that backends don't have to run it manually

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-05 13:07:12 +01:00
Kenneth Graunke
7c6b714cd0 i965: Print VS output VUE map in Vulkan too.
We need to move this to the shared layer.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2017-01-05 01:55:27 -08:00
Kenneth Graunke
480d6c1653 i965: Fix last slot calculations
If the VUE map has slots at the end which the shader does not write,
then we'd "flush" (constructing an URB write) on the last output it
actually wrote.  Then, we'd construct another SEND with EOT, but with
no actual payload data.  That's not legal.

For example, SSO programs have clip distance slots allocated no matter
what, but the shader may not write them.  If it doesn't write any user
defined varyings, then the clip distance slots will be the last ones.

Found while debugging
dEQP-VK.tessellation.shader_input_output.gl_position_vs_to_tcs_to_tes

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2017-01-05 01:54:52 -08:00
Iago Toral Quiroga
8dc92a5613 docs: Mark GL_ARB_gpu_shader_fp64 and OpenGL 4.0 as done for i965/hsw+
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-05 09:34:36 +01:00
Iago Toral Quiroga
580c503ca2 docs: add GL_ARB_gpu_shader_fp64 and OpenGL 4.0 support for Intel Haswell.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2017-01-05 09:34:14 +01:00
Iago Toral Quiroga
a98f2e53e1 i965: add a kernel_features bitfield to intel screen
We can use this to track various features that may or may not be supported
by the hw / kernel. Currently, we usually do this by checking the generation
and supported command parser versions in various places thoughtout the driver
code. With this patch, we centralize all these checks in just once place at
screen creation time, then we just query the bitfield wherever we need to
check if a particular feature is supported.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-05 08:43:46 +01:00
Iago Toral Quiroga
e3123c8ca2 i965/gen7: Enable OpenGL 4.0 in Haswell when supported
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-05 08:43:46 +01:00
Iago Toral Quiroga
1f1b8def48 i965: get rid of brw->can_do_pipelined_register_writes
Instead, check the screen field directly.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-05 08:43:46 +01:00
Chris Wilson
02a44484f0 i965: Move the pipelined test for SO register access to the screen
Moving the test to the screen places it alongside the other global HW
feature tests that want to be shared between contexts.

Also, we need to know if we support pipelined register writes at
screen creation time so that we can tell if we can expose OpenGL 4.0
in gen7.

Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-05 08:43:46 +01:00
Samuel Iglesias Gonsálvez
ab1ec7de93 i965/disasm: remove printing hstride and width in align16 DF source regions
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-05 07:29:23 +01:00
Samuel Iglesias Gonsálvez
301fdfd838 vec4: use DIM instruction when loading DF immediates in HSW
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-05 07:29:13 +01:00
Carl Worth
3fbdac28d5 glcpp: Remove illegal characters from tests
Some of the existing tests were using '@' and '"' incidentally within the test
body. Neither of these characters are actually legal for GLSL. And since we
are planning to start generating errors for illegal characters, we need to
first make the test suite clean.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Carl Worth
5363518705 glcpp: Exhaustively test all legal characters in GLSL
Here, each legal character (as defined by GLSL Language Specification version
4.30.6, section 3.1) appears at least once in the input file. Obviously,
characters with special meaning (like '#' and '\') aren't treated exhaustively
with respect to all their possible uses. We have many other tests for that.

Here, we're simply ensuring that the test suite sees every legal character at
least once.

v2 (by Ken): Fix expectations, move to src/compiler, renumber tests.

   Carl's .expected:            Updated .expected:

   ..                           ..

   . .                          . .
   . .                          . .
   . .                          . .
   . .                          . .
   .                            ..
   .                            .
   .                            .
   .

(For some reason, the original test expected ".." to produce two lines.
glcpp, cpp, and mcpp all follow my updated behavior, so I believe it to
be correct.)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Carl Worth
16b480547f glcpp: Allow vertical tab and form feed characters in GLSL
Of course, these aren't really useful for anything, but the GLSL language
specification does allow them:

	The source character set used for the OpenGL shading languages,
	outside of comments, is a subset of UTF-8. It includes the following
	characters:
	...

	White space: the space character, horizontal tab, vertical tab, form
	feed, carriage-return, and line- feed.

	[GLSL Language Specification 4.30.6, section 3.1]

So treat vertical tab ('\v' or ^K) and form-feed ('\f' or ^L) as horizontal
space characters.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Carl Worth
6c8762400d glcpp: Add testing for no space between macro name and replacement list
GCC's preprocessor accepts a macro definition where there is no space between
the macro's identifier name and the replacementlist. (GCC does emit a "missing
space" warning that we don't, but that's fine.)

This is an exhaustive test that verifies that all legal GLSL characters that
could possibly be interpreted as separating the macro name from the
replacement list are interpreted as such. So the testing here includes all
valid GLSL symbols except for:

  * Characters that can be part of an identifier (a-z, A-Z, 0-9, _)

  * Backslash, (allowed only as line continuation)

  * Hash, (allowed only to introduce pre-processor directive, or as part of a
           paste operator in a replacement list---but not as first token of
           replacement list)

  * Space characters (since the point of the testing is to have missing space)

  * Left parenthesis (which would indicate a function-like macro)

v2 (Ken): Move to src/compiler, renumber tests.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Lionel Landwerlin
36b5f1d200 spirv: compute push constant access offset & range
v2: Move relative push constant relative offset computation down to
    _vtn_load_store_tail() (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-04 21:14:17 +00:00
Lionel Landwerlin
0089085038 spirv: move block_size() definition
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-04 21:08:44 +00:00
Marek Olšák
89975e29d3 va: call texture_get_handle while the mutex is being held
The context may be used by texture_get_handle.

Reviewed-by: Christian König <christian.koenig@amd.com>
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
2017-01-04 17:27:41 +01:00
Marek Olšák
dbba4e03b1 vdpau: call texture_get_handle while the mutex is being held
The context may be used by texture_get_handle.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99158

Reviewed-by: Christian König <christian.koenig@amd.com>
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
2017-01-04 17:27:41 +01:00
Samuel Pitoiset
7d48a84b16 radeonsi: capitalize VM hex addr when dumping buffer list
Useful when debugging with R600_DEBUG=vm,check_vm to match
addr in both outputs.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-01-04 10:14:22 +01:00
Tapani Pälli
0f991e8434 i965: remove unused brwInitVtbl declaration
function was removed by b3360d23ac

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2017-01-04 09:46:34 +02:00
Iago Toral Quiroga
1a8f2629e6 i965: remove brw_context dependency from intel_batchbuffer_init()
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 08:14:30 +01:00
Iago Toral Quiroga
ba30e0ca20 i965: make intel_batchbuffer_free() take a batchbuffer as argument
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 08:14:26 +01:00
Iago Toral Quiroga
1daa31d8a8 i965: make intel_batchbuffer_emit_dword() take a batchbuffer as argument
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 08:14:21 +01:00
Iago Toral Quiroga
f03bac1fc7 i965: Make intel_bachbuffer_reloc() take a batchbuffer argument
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 08:14:04 +01:00
Timothy Arceri
4b7dfd8812 nir: fix loop iteration count calculation for floats
Fixes performance regression in SynMark PSPom caused by loops with float
counters not always unrolling.

For example:

   for (float i = 0.02; i < 0.9; i += 0.11)
      ...

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-04 14:48:36 +11:00
Edmondo Tommasina
abcaba497d gallium/hud: add a path separator between dump directory and filename
It's more user friendly and it avoids to write files in unexpected
places.

Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2017-01-03 22:08:41 +01:00
Heiko Przybyl
e933246013 r600/sb: Fix loop optimization related hangs on eg
Make sure unused ops and their references are removed, prior to entering
the GCM (global code motion) pass, to stop GCM from breaking the loop
logic and thus hanging the GPU.

Turns out, that sb has problems with loops and node optimizations
regarding associative folding:

- the global code motion (gcm) pass moves ops up a loop level/basic block
until they've fulfilled their total usage count
- if there are ops folded into others, the usage count won't be
fulfilled and thus the op moved way up to the top
- within GCM the op would be visited and their deps would be moved
alongside it, to fulfill the src constaints
- in a loop, an unused op is moved out of the loop and GCM would move
the src value ops up as well
- now here arises the problem: if the loop counter is one of the src
values it would get moved up as well, the loop break condition would
never get hit and the shader turn into an endless loop, resulting in the
GPU hanging and being reset

A reduced (albeit nonsense) piglit example would be:

[require]
GLSL >= 1.20

[fragment shader]

uniform int SIZE;
uniform vec4 lights[512];

void main()
{
    float x = 0;
    for(int i = 0; i < SIZE; i++)
        x += lights[2*i+1].x;
}

[test]
uniform int SIZE 1
draw rect -1 -1 2 2

Which gets optimized to:

===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN =====
===== 42 dw ===== 1 gprs ===== 2 stack =========================================
ALU 3 @24
     1      y: MOV                R0.y,  0
            t: MULLO_UINT         R0.w,  [0x00000002 2.8026e-45].x, R0.z

LOOP_START_DX10 @22
PUSH @6
ALU 1 @30 KC0[CB0:0-15]
     2 M    x: PRED_SETGE_INT     __.x,  R0.z, KC0[0].x
JUMP @14 POP:1
LOOP_BREAK @20
POP @14 POP:1
ALU 2 @32
     3      x: ADD_INT            R0.x,  R0.w, [0x00000002 2.8026e-45].x

TEX 1 @36
               VFETCH             R0.x___, R0.x,   RID:0   MFC:16 UCF:0 FMT[..]
ALU 1 @40
     4      y: ADD                R0.y,  R0.y, R0.x
LOOP_END @4
EXPORT_DONE        PIXEL 0     R0.____  EOP
===== SHADER_END ===============================================================

Notice R0.z being the loop counter/break condition relevant register
and being never incremented at all. Also some of the loop content
has been moved out of it, to fulfill the requirements for the one unused
op.

With a debug build of mesa this would produce an error like
error at : PRED_SETGE_INT     __, __, EM.2,    R1.x.2||FP@R0.z, C0.x
  : operand value R1.x.2||FP@R0.z was not previously written to its gpr
and the compilation would fail due to this. On a release build it gets
passed to the GPU.

When using this patch, the loop remains intact:

===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN =====
===== 48 dw ===== 1 gprs ===== 2 stack =========================================
ALU 2 @24
     1      y: MOV                R0.y,  0
            z: MOV                R0.z,  0
LOOP_START_DX10 @22
PUSH @6
ALU 1 @28 KC0[CB0:0-15]
     2 M    x: PRED_SETGE_INT     __.x,  R0.z, KC0[0].x
JUMP @14 POP:1
LOOP_BREAK @20
POP @14 POP:1
ALU 4 @30
     3      t: MULLO_UINT         T0.x,  [0x00000002 2.8026e-45].x, R0.z

     4      x: ADD_INT            R0.x,  T0.x, [0x00000002 2.8026e-45].x

TEX 1 @40
               VFETCH             R0.x___, R0.x,   RID:0   MFC:16 UCF:0 FMT[..]
ALU 2 @44
     5      y: ADD                R0.y,  R0.y, R0.x
            z: ADD_INT            R0.z,  R0.z, 1
LOOP_END @4
EXPORT_DONE        PIXEL 0     R0.____  EOP
===== SHADER_END ===============================================================

Piglit: ./piglit summary console -d results/*_gpu_noglx
        name: unpatched_gpu_noglx patched_gpu_noglx
        ----  ------------------- -----------------
        pass:               18016             18021
        fail:                 748               743
        crash:                  7                 7
        skip:                1124              1124
        timeout:                0                 0
        warn:                  13                13
        incomplete:             0                 0
        dmesg-warn:             0                 0
        dmesg-fail:             0                 0
        changes:                0                 5
        fixes:                  0                 5
        regressions:            0                 0
        total:              19908             19908

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94900
Tested-by: Heiko Przybyl <lil_tux@web.de>
Tested-on: Barts PRO HD6850
Signed-off-by: Heiko Przybyl <lil_tux@web.de>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2017-01-03 21:58:52 +01:00
Eric Anholt
dd12119706 editorconfig: Fix up the tab rendering width.
Our editorconfig file looked sensible, saying that we wanted to indent
with spaces and use 3/4/whatever space indentation.  However, the spec has
this little surprise:

    "tab_width: a whole number defining the number of columns used to
     represent a tab character. This defaults to the value of indent_size
     and doesn't usually need to be specified."

so once my editor started respecting editorconfig, the files that have
tabs left in them started getting rendered wrong, showing up like this in
brw_program.c:

   case GL_COMPUTE_PROGRAM_NV: {
      struct brw_program *prog = rzalloc(NULL, struct brw_program);
      if (prog) {
    prog->id = get_new_program_id(brw->screen);

    return _mesa_init_gl_program(&prog->program, target, id);
      }
      else
    return NULL;
   }

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2017-01-03 10:38:53 -08:00
Chad Versace
c4b87f129e meta: Disable dithering during glGenerateMipmap
Fixes tests 'dEQP-GLES3.functional.texture.mipmap.*.generate.rgba5551*' on
Intel Broadwell 0x1616.

The GL 4.5 spec describes the algorithm of glGenerateMipmap as:

    The contents of the derived images are computed by repeated, filtered
    reduction of the level base image.  [...] No particular filter algorithm is
    required, though a box filter is recommended as the default filter.

Consider a texture for which all pixels are identical at level 0.
From the spec's description above, one may reasonably assume that the "filtered
reduction" of level 0 produces a new miplevel for which again all pixels are
identical. For any 2x2 subspan of identical pixels, it is difficult to see how
the "filtered reduction" of that subspan can produce a pixel that differs from
the source pixels.

Dithering during _mesa_meta_GenerateMipmap() violated that reasonable
assumption.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99210
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: mesa-stable@lists.freedesktop.org
2017-01-03 08:22:23 -08:00
Romain Failliot
8d8ed437a5 doc/features.txt: update for freedreno
I lost track of who created initial patch (Ilia?).. Romain rebased it.
I pushed it.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95460
Signed-off-by: Rob Clark <robdclark@gmail.com>
2017-01-03 10:46:13 -05:00
Robert Bragg
96c9ec9c27 i965: Remove perf monitor/query backend
In its current state the unified i965 backend for
AMD_performance_monitor and INTEL_performance_query isn't able to report
meaningful Observation Architecture metrics since we haven't so far had
the necessary kernel support to fully configure the OA unit, nor the
corresponding support for normalizing the counters into a form that can
be usefully interpreted by application developers (as opposed to raw
values that may, for example, scale by the number of EUs there are).

So that we can focus on implementing just one of these extensions fully
and since we anticipate some significant backend changes as we look to
use a new kernel interface to configure the OA unit, this patch removes
the current backend. This will simplify our ability to update the
frontend infrastructure and backend interface before updating our
support for performance counters.

Signed-off-by: Robert Bragg <robert@sixbynine.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-03 07:27:07 -08:00
Christian König
ac57bcda1e vl/zscan: fix "Fix trivial sign compare warnings"
The variable actually needs to be signed, otherwise converting it to a
float doesn't work as expected.

Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=98914
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Nayan Deshmukh <nayan26deshmukh@gmail.com>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Fixes: 1fb4179f92 ("vl: Fix trivial sign compare warnings")
2017-01-03 12:18:14 +01:00
Nayan Deshmukh
b6737a8bcd st/va: error handling
handle the cases when vl_compositor_set_csc_matrix(),
vl_compositor_init_state() and vl_compositor_init() fail

Signed-off-by: Nayan Deshmukh <nayan26deshmukh@gmail.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
2017-01-03 12:02:15 +01:00
Nayan Deshmukh
29aad4e8bd st/vdpau: error handling
handle the cases when vl_compositor_set_csc_matrix(),
vl_compositor_init_state() and vl_compositor_init() fail

Signed-off-by: Nayan Deshmukh <nayan26deshmukh@gmail.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
2017-01-03 12:02:15 +01:00
Nayan Deshmukh
cee5af93ee vl/compositor: implement error handling
pipe_buffer_map and pipe_buffer_create may return NULL

Signed-off-by: Nayan Deshmukh <nayan26deshmukh@gmail.com>
Reviewed-by: Christian König <christian.koenig@amd.com>
2017-01-03 12:02:15 +01:00
Iago Toral Quiroga
1a83e9892d i965/vec4: enable ARB_gpu_shader_fp64 for Haswell
Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-03 11:26:51 +01:00
Iago Toral Quiroga
6c350e34ee i965/vec4: adjust spilling costs for 64-bit registers.
Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-03 11:26:51 +01:00
Iago Toral Quiroga
3cd38b6898 i965/vec4: prevent spilling of DOUBLE_TO_SINGLE destination
FROM_DOUBLE opcodes are setup so that they use a dst register
with a size of 2 even if they only produce a single-precison
result (this is so that the opcode can use the larger register to
produce a 64-bit aligned intermediary result as required by the
hardware during the conversion process). This creates a problem for
spilling though, because when we attempt to emit a spill for the
dst we see a 32-bit destination and emit a scratch write that
allocates a single spill register, making the intermediary writes
go beyond the size of the allocation.

Prevent this by avoiding to spill the destination register of these
opcodes.

Alternatively, we can avoid this by splitting the opcode in two: one
that produces a 64-bit aligned result and one that takes the 64-bit
aligned result as input and produces a 32-bit result from it.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-03 11:26:51 +01:00
Iago Toral Quiroga
8843c43f7e i965/vec4: avoid spilling of registers that mix 32-bit and 64-bit access
When 64-bit registers are (un)spilled, we need to execute data shuffling
code before writing to or after reading from memory. If we have instructions
that operate on 64-bit data via 32-bit instructions, (un)spills for the
register produced by 32-bit instructions will not do data shuffling at all
(because we only see a normal 32-bit istruction seemingly operating on
32-bit data). This means that subsequent reads with that register using DF
access will unshuffle data read from memory that was never adequately
shuffled when it was written.

Fixing this would require to identify which 32-bit instructions write
64-bit data and emit spill instructions only when the full 64-bit
data has been written (by multiple 32-bit instructions writing to different
offsets of the same register) and always emit 64-bit unspills whenever
64-bit data is read, even when the instruction uses a 32-bit type to read
from them.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-03 11:26:51 +01:00
Iago Toral Quiroga
82c69426a5 i965/vec4: support basic spilling of 64-bit registers
The current spilling code can't spill vgrf allocations larger than 1
but SIMD4x2 doubles require 2 vgrfs, so we need to permit this case (which
is handled properly for DF data types by emitting 2 scratch messages and
doing data shuffling). We accomplish this by not auto-disabling spilling
for vgrf allocations with a size of 2, and then disable spilling on any
register with an offset != 0B (which indicates array access).

Disable spilling of partial DF reads/writes because these don't read/write
data for both logical threads and our scratch messages for 64-bit data
need data for both threads to be present.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2017-01-03 11:26:51 +01:00